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Every WAROUT Power Card, Explained

WAROUT gives each Mahabharata hero three power cards. One unlocks at 15 health as a general gameplay tool, one unlocks at 5 health and is identical for every hero (a last-resort comeback move), and one unlocks at 10 health as that hero's signature story power — an ability written to echo a specific moment from their actual Mahabharata legend. Below is the complete rulebook for all 12 cards: how to activate each one, how many times you can use it, its full rules, its Morph rule where one exists, and the myth behind every signature power.

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Divine Barbarika — Power Cards

Three Arrows — Signature Story Power (Play Three Cards)

When it activates: Automatically unlocks once your health drops to 10 or below.

How many times: Unlimited — stays active on any turn your health is at or below the threshold; turns off again if your health rises above it.

Ability rules: When active you can play 3 cards in a single turn. At least one of those three cards must be played in defence — you cannot go all-in on attack without the Morph.

Morph rules: Sacrifice 4 health to play all three cards in attack instead (skipping the defence requirement). Morph can only be activated starting the turn after Three Arrows first becomes active.

From the Mahabharata: Lord Shiva blessed the boy-warrior Barbarika with three invincible arrows powerful enough to end any war in a single volley — so decisive that Krishna had to stop him from fighting at all. "Three Arrows" lets him unleash that same overwhelming burst when he's cornered.

Last Blow — Common Power, All Heroes (Play Three Cards)

When it activates: Automatically unlocks once your health drops to 5 or below.

How many times: Single use per game. Once triggered and played, it cannot be reactivated for the rest of the match.

Ability rules: You can play three cards in one turn while Last Blow is active — your last real shot at a big swing before you're eliminated.

Steal Health — Gameplay Power (+1 Health From Opponent)

When it activates: Automatically unlocks once your health drops to 15 or below.

How many times: Unlimited — applies on every successful attack while your health stays at or below the threshold.

Ability rules: When you land an attack on your opponent's health (not their defence), you steal 1 health from them. The hit must actually damage their health total — chipping away at a defence card doesn't trigger the steal.

Brave Ekalavya — Power Cards

Dodge — Gameplay Power (Ignore One Attack)

When it activates: Automatically unlocks once your health drops to 15 or below.

How many times: Unlimited — can be used once per opponent turn for as long as your health stays at or below the threshold.

Ability rules: You may ignore the attack from one of your opponent's cards — specifically the lower-value one if they play two. A second attacking card in that same turn cannot also be ignored. If the two attacking cards are equal or you can't tell which is lower, you get to choose which one to ignore.

Last Blow — Common Power, All Heroes (Play Three Cards)

When it activates: Automatically unlocks once your health drops to 5 or below.

How many times: Single use per game. Once triggered and played, it cannot be reactivated for the rest of the match.

Ability rules: You can play three cards in one turn while Last Blow is active — your last real shot at a big swing before you're eliminated.

Lost Thumb — Signature Story Power (Ignore Armor of Opponent)

When it activates: Automatically unlocks once your health drops to 10 or below.

How many times: Unlimited — applies to your lower attack card on any turn your health stays at or below the threshold.

Ability rules: Your lower-value attack card ignores the opponent's armor/defence entirely. If they have no defence in play, you instead gain +1 attack on that card.

Morph rules: Sacrifice one health every turn to keep Morph enabled. While enabled, two of your attack cards ignore opponent armor instead of one. Morph can only be turned on starting from the second turn Lost Thumb has been active; with no defence in play you gain +1 attack on both cards.

From the Mahabharata: Ekalavya cut off his own right thumb as guru-dakshina for Dronacharya, crippling the very archery skill that made him a threat. "Lost Thumb" turns that sacrifice into a strength: even wounded, his remaining shots ignore armor completely.

Guru Dhrona — Power Cards

Last Blow — Common Power, All Heroes (Play Three Cards)

When it activates: Automatically unlocks once your health drops to 5 or below.

How many times: Single use per game. Once triggered and played, it cannot be reactivated for the rest of the match.

Ability rules: You can play three cards in one turn while Last Blow is active — your last real shot at a big swing before you're eliminated.

Revenge — Gameplay Power (+1 Health Damage to Attacker)

When it activates: Automatically unlocks once your health drops to 15 or below.

How many times: Unlimited — triggers automatically every time you lose health while your own health stays at or below the threshold.

Ability rules: Whenever you lose health while Revenge is active, the attacker also loses 1 health in return — every hit against you costs them something too.

Wrath of Guru — Signature Story Power (+1 Damage)

When it activates: Automatically unlocks once your health drops to 10 or below.

How many times: Unlimited — can be applied once per turn for as long as your health stays at or below the threshold.

Ability rules: Pick any one of your attack cards for the turn and it deals +1 damage. This bonus cannot be applied to multiplier cards such as +2 or x2 — only to a plain attack value.

Morph rules: Sacrifice one health to apply +1 damage to two attack cards instead of one in the same turn (still not applicable to multiplier cards). Morph can only be activated starting from the second turn Wrath of Guru has been active.

From the Mahabharata: On the battlefield, Dronacharya heard the cry "Ashwatthama is dead" — unaware it meant an elephant of that name, and fearing it was his own son. Consumed by grief and rage, he unleashed a devastating fury on the Pandava army before the truth caught up with him. "Wrath of Guru" channels that same grief-fueled fury into a burst of extra damage.

Veer Karna — Power Cards

Last Blow — Common Power, All Heroes (Play Three Cards)

When it activates: Automatically unlocks once your health drops to 5 or below.

How many times: Single use per game. Once triggered and played, it cannot be reactivated for the rest of the match.

Ability rules: You can play three cards in one turn while Last Blow is active — your last real shot at a big swing before you're eliminated.

Kavach — Signature Story Power (Increase Defenses)

When it activates: Automatically unlocks once your health drops to 15 or below.

How many times: Unlimited — stays active on every defence you play for as long as your health stays at or below the threshold.

Ability rules: Every individual defence card you play can absorb +1 extra damage before it breaks. All of your defences are auto-locked in while Kavach is active — you can't choose to leave one unlocked.

Morph rules: Sacrifice one health to boost every defence by +2 instead of +1 (still fully auto-locked). Morph can only be activated starting from the second turn Kavach has been active.

From the Mahabharata: Karna was born with divine armor (Kavach) and earrings (Kundal) fused to his body by his father, the Sun God Surya, making him virtually invincible — until Indra, disguised as a beggar, tricked him into giving them away. "Kavach" recreates that legendary protection, letting his defences soak up extra damage while it's active.

Life Saver — Gameplay Power (Dodge Full Attack)

When it activates: Automatically unlocks once your health drops to 10 or below.

How many times: Unlimited — available every opponent turn for as long as your health stays at or below the threshold, but you choose each time whether to pay the cost.

Ability rules: You can sacrifice 1 health to fully ignore your opponent's lower attack card, and sacrifice 2 more health (3 total) to also ignore their higher attack card. Any health you sacrifice must be paid before your turn ends, and you may choose not to sacrifice at all. If your opponent plays a 3rd attacking card in the same turn, it can never be ignored no matter how much health you spend.

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